Allow player repairs. I know, that doesn't bring gil into the system, but it removes the single biggest drain of gil OUT of the system.



Allow player repairs. I know, that doesn't bring gil into the system, but it removes the single biggest drain of gil OUT of the system.
Everyone thought paid retainers and fantasia would be the end of it.
You were warned.
Cash shop in, TrystWildkey out.

It only slightly mitigates it. Repair per piece goes from 500 to 350. So yeah, it's a significant reduction, but instead of costing 6k to repair a full set from broken you're talking about 4.2k or something.
Casino!
Chocobo race gambling
1 gold allagan piece with leve regeneration
Extra Gil for leve speed completion . Lower time = higher quality allagan piece
Last edited by SomeFatGalka; 09-07-2013 at 09:00 PM.
currently now the best way to get gil without selling items to others is Leve 45 to 49 Gathering quests
The +25% bonus boost to gathering leve reward from the level 45 to 49 leves easily provides 800 gil to 1000 gil per leve.
How do you get this bonus? I am thinking about lvling a gathering class and I wonder if this is worth it.
Level 50 dungeon coffers should drop silver tokens with a low(ISH) chance for gold. They currently drop bronze for some dumb reason, even though lower level dungeons often drop silver.
- Mobs that actually drop a decent amount of gil.
- Vendors that actually pay a decent price for stuff sold to them.
- Payout for running dungeons or just doing option one and fixing trash mob loot.
- Increasing gil amounts rewarded from fates and levequests. Base the reward amount off the level of quest or fate.
Remember, you're unique... just like everyone else.
No, no, no, a thousand times NO. FATE already provide far too great a reward in terms of XP, and seals, don't add gil to that list. The FATE grind parties are killing playability in the game right now in certain zones, and players who level through FATE grind have no idea how to play their class at high levels, nor do they have the gear. Increase the rewards from Dungeons by all means, and decrease the XP and seal rewards on FATE to something more proportionate to the level of the FATE. Basically do something to encourage players to run their Leves and run more dungeons. This is an MMORPG, and yet players are treating it as single player by grinding levels in FATE in order to power level their class/job. Whatever happened to playing together? Yeah, I know FATE are multi-player, but when you have a hard time seeing the target, never mind other players, the multi-player aspect of FATE disappears into a blind grind for XP and seals.
They need to just increase the gil drop for killing mobs. 1 gil per mob level, double it for 4man bosses and quad it for 8man bosses. Then divide the total by the amount of players in group.
Problem Solved.
How bout just have mobs drop a small amount? Im ok with that. Or just humanoid mobs if your griping about where monsters hide gil.
I'm the Bloodgaru Queen.
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